
#include "BuildinMath.h"


#ifndef UTILS_LIGHT
#define UTILS_LIGHT

class Light {
public:
    Vector3f position, intensity;

    Matrix4f caluateLightSpaceVP(const float aspectRatio) const {
        auto lightView = glm::lookAt(position, glm::vec3(0.f), glm::vec3(0.f, 1.f, 0.f));
        auto lightProjection = glm::ortho(-aspectRatio * 10.f, aspectRatio * 10.f, -10.f, 10.f, 0.1f, 100.f);
        return lightProjection * lightView;
    }
};

#endif // UTILS_LIGHT
